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Retune *all* The Frames! (11/19: Wildfire)


Archwizard
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1 hour ago, Blakrana said:

At the moment, main issue that's sticking out to me is that the Inverse Duration thing is still on Renewal. And you're still getting your energy drained whilst contending with a capped total duration because reasons. So, Renewal is still the clunky hybrid Duration Toggle that still needs mechanical streamlining. Can't say for wave travel time at the moment having been running Solo, but cast time does seem better at least.

Did some testing on Renewal. Heal over Time is still inverse Power Duration. However, healing does not seem to cancel any more upon reaching full HP -- it lasts the full duration (again, higher P.Duration means lower duration, but faster healing). Energy drain for the caster only happens if HP is being restored. This actually means Renewal can be "pre-cast" -- unfortunately, building for high duration will shorten the effect, but will otherwise lengthen the 'Iron Renewal' armor buff.

Wave travel time is misnamed "Power Duration" on the in-game stats. This stat is actually affected by Power Strength, and shows how many seconds it takes for the wave to reach its maximum range. A higher Power Strength means a shorter time, resulting in a faster wave.

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So, Oberon then.

Well, starting with the good things...

  • His armor application actually feels somewhat worthwhile now. My Power Strength build adds around 400 armor to myself and party mates standing in Hallowed Ground - not Chroma level, but starting to get up there. He definitely feels more like a Paladin this way.
    • Fun fact, people on cryopods don't get the benefits of Hallowed Ground. Had to explain that about 6 times to the same two teammates.
  • The ability to maneuver freely with the armor buff is a godsend.
  • The range improvement to Hallowed Ground is significant. Was running a build with no bonuses to Power Range, Hallowed Ground still covered most of the room.
  • Not only does Renewal have zero cost while it's traveling, but it also costs nothing if the buff is active and not healing anyone. It's the little things.
  • Renewal appears to have retained the extended bleedout buff, AND can extend its benefits to companions now.

"Called it":

  • Hallowed Ground no longer provides armor on its own, so we don't have to ask about which one does %-scaling or if they stack.
  • Renewal's wave has a maximum range.
  • Reckoning still procs its own Radiation status, so spamming it is still on the table.

Concerns:

  • Still hate the inverse Duration on Renewal. At least the armor buff seems to scale with Duration linearly - so its uptime probably isn't impacted much by Duration.
  • Much like Saryn's status/combo-oriented rework, he definitely needs a huge amount more energy if half of his abilities require one another. I was spamming energy pads just to keep him up.
    • Granting, if all of his powers were up to the strength of specialist Warframes, being less energy-efficient would actually be a reasonable downside as a "Jack of All Trades". Of course, given the number of recent frames with original concepts and archetypes, I have to wonder if there even needs to be a hybrid tax anymore.
  • Reckoning... really doesn't feel rewarding, and even the buff on irradiated targets didn't feel terribly significant. I can see what the devs were trying to do - give Oberon a special relationship with his main status - but Reckoning's damage output definitely wasn't the way to do so.
  • Hallowed Ground is really, really hard to see.

Still no report to give on Smite's damage or Reckoning's armor peel. I've been running a lot of Infested missions to test, and was mostly using Smite for the augment.

And speaking of augments:

  • They're literally all unchanged. Rebecca said they'd all be going under review for his rework.
  • Hallowed Reckoning actually provides more base armor than Renewal/Hallowed Ground do.

 

Anywho. I've rewritten my post for the devstream.

Edited by Archwizard
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if Hallowed Ground is hard to see, i would increase the visibility of the edges - which should make it easier to see where is/isn't Hallowed Ground without just blinding everyone to make it easier to see.

i still like that Renewal has inverted Duration, so you have something to make you choose between high or low Duration, and the rammifications of both.
and even so, that Duration shortening the Heal is preferable in many situations if you're actually trying to Heal with it.

i'll be really disappointed if Hallowed Eruption changes at all. but i won't be surprised if it will be, because people couldn't handle it's very simple but different functionality, or some garbage.
instead of like, making a new Augment for new functionality.

 

good to know Hallowed Ground doesn't provide Armor alone, don't need to test that then. yay deleting features to 'buff' something.

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15 hours ago, RunningTree3 said:

Did some testing on Renewal. Heal over Time is still inverse Power Duration. However, healing does not seem to cancel any more upon reaching full HP -- it lasts the full duration (again, higher P.Duration means lower duration, but faster healing). Energy drain for the caster only happens if HP is being restored. This actually means Renewal can be "pre-cast" -- unfortunately, building for high duration will shorten the effect, but will otherwise lengthen the 'Iron Renewal' armor buff.

Wave travel time is misnamed "Power Duration" on the in-game stats. This stat is actually affected by Power Strength, and shows how many seconds it takes for the wave to reach its maximum range. A higher Power Strength means a shorter time, resulting in a faster wave.

Indeed. Right now the fact it persists seems to more likely to benefit negative Duration setups than positive.

One way or another, at the moment certainly feeling like Oberon's just meant to be sub-par for some reason. Here's hoping Zephyr isn't given the same lacklustre review...Too many baffling issues and errors right now.

I don't even know if it's worth hoping they'll hotfix the problems people are finding right now.

Apologies for going on, either way. Kind of disheartened at the moment.

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3 hours ago, [DE]Megan said:

Octavia’s Anthem: Hotfix 20.3.1

Oberon Changes & Fixes:

Smite:

As a part of this revisit, Smite has remained largely the same in execution but different in stats. After a review yesterday's deployment, we are further tweaking stats to have better initial impact and scaling. 

  • Increased Smite's projectile damage from 20% of the target's max Health + Shield to 35%.
  • Added base damage to Smite and its projectiles. With the damage of Smite scaled into its projectiles, this will give Smite more punch when facing lower level enemies.

Renewal:

Oberon’s ability to keep himself and his teammates alive is a large part of his overall role. Feedback brought forth further tweaks with the intention to solidify this role. 

  • Removed Heal Time from Renewal. Renewal now functions more conventionally as a toggle which drains 2 Energy per second while active + 3 Energy per second per target actively being healed. *Please note that Trinity's Energy Vampire will not give Oberon Energy while Renewal is active.

Hallowed Ground:

  • Fixed Hallowed Ground being impossible to see with low particle quality setting. *Please note we are still working on Hallowed Ground FX improvements overall.

Friggin' finally.

Edited by Archwizard
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Smite is back to doing what it does, which is nice.

Renewal being a true toggle at last is great in itself. Though one thing that struck me as odd is that I swear it started healing my friend's Shadows of the Dead, as I jumped from having 1 on the counter to almost 11 with just the two of us there. Suffice to say unsure if that's intentional or a very strange bug at the moment. Past that, being able to provide modest amounts of armour, given people are on HG to benefit, isn't bad...and energy can be offset to some degree by getting stuck in with Rage on, though this point, Oberon's Energy economy needs to be reconsidered to work without relying on a rather specific mod.

Hallowed Ground certainly needs an easier way to see the bounds at least, as it's proving tricky to tell short of looking for the buff marker on allies. Further...would it be overkill if it had some level of vertical effect, so those travelling over it can gain the benefits? Something I've seen others suggest and it's not too bad an idea, considering. Otherwise, finding a lot of use for it as an Ancient counter, thanks to the Rad procs negating their auras rather effectively.

Reckoning is...same as ever, really. Not much more to say on that front.

As of the moment, I think the big standouts are Oberon's base stats, Reckoning being dull still, and his passive just...Not connecting in anyway with what he does. Energy certainly likely a big one to look at if nothing else.

Better than it was yesterday. Just a question of what else could be done at the moment.

Either way, apologies for going on, as always.

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I'm okay with Renewal being powerful and constant upkeep at the cost of... well, being high cost, and no longer being infinite range. The constant healing makes it very strong now (still not overpowered though), and combined with the armor buff and his snap CC, I'm fairly certain Oberon has no problem both keeping up with and beating out allies in terms of survivability. Overall, I think Renewal is actually in a good place right now.
The problem is that the entirety of his kit is high cost, just because half of his power comes from combining skills nonsensically.

My main regret is that Hallowed Ground no longer has an armor buff of its own. I think the fact that the armor is attached to Renewal is brilliant, I just think Hallowed Ground should also provide the benefit before you cast Renewal. Even if it and Renewal's bonuses couldn't stack, just having Hallowed Ground provide some armor outright while within the field would actually save energy for players who don't want to move around much.
Not to mention that it would be one thing to take off of the description for Renewal; look at the "Abilities" tab and despair at its loquaciousness.

Reckoning... really hasn't changed. The "deals more damage on irradiated targets" thing was lazily conceived. On the other hand, the strong CC it provides is still a life-saver when Renewal and Hallowed Ground aren't enough.

The Smite buffs are... noticeable, although I wouldn't say huge. Most of the damage potential still comes from having all the projectiles bounce back and strike the original target.
If they all bounce back, with a mere Intensify equipped: 2 casts to kill a low-armor Level 30 target, 4 casts for a Heavy Gunner of the same level or the same unit at Level 60. More than 20 casts to kill a Level 60 Heavy Gunner.
I can see why the devs thought that having Reckoning peel armor is a good idea for him. A lazy rehash, completely contrived and way too costly, but an armor peel is... still effective.

There are small things here and there where I want to shake the devs and say "this would be better", but overall? He's the most paladin-like he's ever been. If Oberon has to have a hybrid tax, I think I'm... almost... okay with having it be towards his cost efficiency.

Almost.

I don't think anyone would mind if his passive was innate Rage or bonus energy on every status proc inflicted, or if Reckoning popped energy orbs against Rad-procced targets instead of bonus damage.

Edited by Archwizard
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So, since I've been slacking on updating the changes to the OP in the past month... just a quick list of things to remind myself to add to it:

Octavia

  • Resonator no longer prevents enemies from attacking Mallet.

... Yeah that's literally all I've got. Hell, I'm actually wondering if any further changes to her should just be nerfs.

Limbo

On 3/31/2017 at 7:51 PM, Archwizard said:
  • Banish once again has a single-target effect when tap-cast, but will affect nearby enemies when hold-cast (a la Quiver). Banish may once again affect targets on either side of the Rift regardless of Limbo's state, and hold-casting will only affect units who share the target's faction alignment and Rift status. Banishing hostile units who stand within Cataclysm will expel them from Cataclysm. Enemies within the Rift may not use control panels or environmental objects which remain outside of the Rift.
  • Stasis' energy cost scales per affected target.
  • Rift Surge causes affected targets to detonate upon death, dealing a portion of their damage taken during Rift Surge to surrounding enemies on both sides of the Rift, but no longer banishing nearby enemies.
  • Cataclysm also draws in all control panels and environmental objects, allowing players and enemies to interact with them from within the Rift. Exiting or detonating Cataclysm will no longer remove Limbo from the Rift. (Cataclysm's detonation damage scales inversely with its remaining duration, dealing maximum damage when it expires naturally. Already implemented)
  • Cataclysmic Continuum also causes Cataclysm's size to increase based on the appropriate size for its current duration, but cannot extend Cataclysm's duration beyond its initial modded duration.
  • Being inside the Rift also removes collision against entities outside of the Rift, and switching Rift states will damage/ragdoll any objects or enemies you "materialize within" on the destination plane.

Oberon

  • Hallowed Ground once again supplies armor to targets without the activation of Renewal; however, allies who receive healing from Renewal within Hallowed Ground will also receive the armor bonus (non-stacking) for the duration of Renewal.
  • Renewal has a slightly increased upkeep cost, but a lower cost per-target.
  • Passive changed - either:
    • Oberon receives energy for each blocked attack.
    • Oberon receives 2 energy each time he applies a status effect.
    • Oberon has innate ranks of Rage.

I await suggestions on any necessary changes on top of this, of course - particularly Reckoning, since I know Oberon's best bet is to preserve its CC potential but I'm not sure about keeping Reckoning itself. As I said above, Renewal is actually in a good spot now, and since Smite contains some scaling to its effects, any further changes to it would only be in reaction to any deficits formed in his kit by changes to his other abilities.

Edited by Archwizard
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why need to change Hallowed Ground and Armor mechanics on Oberon at all? the super simple method would have been the coolest one:

Hallowed Ground gives a Percentage Armor Bonus
Renewal gives a Flat Armor Bonus

you have to stand on Hallowed Ground to get the Armor from Renewal, and if you continue standing on it, Hallowed Ground gives you that Percentage increase.
really simple. you have to touch it on Cast, but you also have reason to stand on it in the long run too (aside from just the Status Immunity).

isn't that perfect?
(instead the Armor facet was removed from Hallowed Ground, but why the hell would.... :v)

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4 hours ago, Archwizard said:

So, since I've been slacking on updating the changes to the OP in the past month... just a quick list of things to remind myself to add to it:

Octavia

  • Resonator no longer prevents enemies from attacking Mallet.

... Yeah that's literally all I've got. Hell, I'm actually wondering if any further changes to her should just be nerfs.

Limbo

Oberon

  • Hallowed Ground once again supplies armor to targets without the activation of Renewal; however, Renewal will still transfer the armor from Hallowed Ground to allies (non-stacking).
  • Passive changed - either:
    • Oberon receives energy for each blocked attack.
    • Oberon receives 2 energy each time he applies a status effect.
    • Oberon has innate ranks of Rage.

I await suggestions on any necessary changes on top of this, of course - particularly Reckoning, since I know Oberon's best bet is to preserve its CC potential but I'm not sure about keeping Reckoning itself. As I said above, Renewal is actually in a good spot now, and since Smite contains some scaling to its effects, any further changes to it would only be in reaction to any deficits formed in his kit by changes to his other abilities.

Octavia - Yup, sounds good. She could need interaction changes, maybe, but otherwise she is easily one of the best Warframes out there, for sure.

Limbo - Agreed with everything there, but I'd like to suggest / tweak a few mild things:

  • Stasis could potentially get some tweaks that are more ally-friendly and which make more sense of his powerful energy-gain passive. Namely:
    1) It only pauses Limbo's and allies' ranged attacks for 2 seconds, then they are unleashed (Keeps some of the flavour, but drastically improves teamfriendliness).
    2) There is no longer a projectile limit (likewise, now allies can't troll Limbo either)
    3) Limbo loses more and more energy per second the more enemies he has caught with Stasis. This means: You pause stuff, then you better KILL THEM! This prevents Limbo from just wanting to troll (as it could get expensive with his energy). Also, this energy cost would NOT prevent stuff like Energy Siphon, Zenurik, or his passive. Thus, now his energy-passive also makes total sense. Likewise that Rift Surge change of yours.
  • An idea for Cataclysmic Continuum is that this augment also (on top of the duration-extension) simply REMOVES the ability's shrinking feature. Many people want this (I don't care for it much personally), so I think that'd be a very nice augment change.
  • Rift dashing while stationary really ought to be a stationary rift shift too. To do the regular and actual rift dashing you have to move and roll at the same time.

Oberon - His passive being something akin to the Rage-mod makes sense when you consider Renewal / HG. But not truly so when the rest of the kit is considered, with all the Radiation-procs making him a less likely target. So, energy on status-procs could be more useful overall. Energy on block is... urgh, please no. Once again, since DE seems to want him as Mr. Radiation-procs making him less likely to actually tank + the pidgeonholing which that passive would do (necessitating a melee, but also to equip it) means it'd be a rather situational passive.

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7 hours ago, Azamagon said:

Rift dashing while stationary really ought to be a stationary rift shift too. To do the regular and actual rift dashing you have to move and roll at the same time.

Honestly, part of me wonders if he should just automatically Rift-swap if he holds crouch and remains stationary long enough.

We really don't need to rewrite all of a player's keybindings whenever they're playing one frame. That would actually make him more annoying.

7 hours ago, Azamagon said:

Energy on block is... urgh, please no. Once again, since DE seems to want him as Mr. Radiation-procs making him less likely to actually tank + the pidgeonholing which that passive would do (necessitating a melee, but also to equip it) means it'd be a rather situational passive.

His current passive requires him to have a Kavat or Kubrow (which new players generally won't have, due to things like MR requirements and the credit sink for upkeep), and there are several frames whose mechanics nudge them towards specific weapons, including melee.
Hell, Mesa's passive even discourages keeping a melee at all.

Meanwhile, Oberon already has a huge amount of survivability focus with this past rework. And he's a friggin' Paladin.

I understand that throwing blocking into an already convoluted mess probably isn't the most preferable option, hence why I provided others - but it is also one of the most thematic. Not to mention that there's an entire category of blocking-related mods that would counter some of those issues (like Guardian Derision letting him be selective with his Radiation effectiveness).

Edited by Archwizard
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I didn't quite feel like embarrassing myself making my own thread so I'll just throw my crappy little idea into this thread.

 

I have been thinking about this ever since Nidus came out, but I think they should revisit arcane helmets. By that I mean taking their enhancements, removing them and placing them as permanent stat increases on their respective frames.

Obviously remove all debuffs because....duh

And for some helms something a little different for example trinity aura helm, this would hinder ev just a tiny bit so instead of going straight into a stat buff just give her 1/3/4 a direct 25% duration increase

Here's a copied list with pictures because I'm lazy and copy/paste is op

 

Spoiler

 

AshScorpionHelm
Scorpion Ash Helmet
Aim Glide and Wall Latch Duration (+?%) Power Efficiency (-5%)
AshSeries3Helmet
Locust Ash Helmet
Maximum Energy (+20%) Sprint Speed (-3%)
Reverb
Reverb Banshee Helmet
Maximum Energy (+10%) Maximum Health (-5%)
BansheeSeries3Helmet
Chorus Banshee Helmet
Power Efficiency (+10%) Aim Glide and Wall Latch (-5%)
EmberPhoenixHelm
Phoenix Ember Helmet
Maximum Energy (+25%) Maximum Shields (-5%)
EmberSeries3Helmet
Backdraft Ember Helmet
Maximum Health (+15%) Sprint Speed (-3%)
ExcaliburAvalonHelm
Avalon Excalibur Helmet
Maximum Shields (+25%) Maximum Health (-5%)
ExcaliburSeries3Helmet
Pendragon Excalibur Helmet
Power Strength (+15%) Armor (-5%)
FrostAuroraHelm
Aurora Frost Helmet
Armor (+25%) Maximum Health (-5%)
FrostSeries3Helmet
Squall Frost Helmet
Power Strength (+15%) Maximum Shields (-5%)
LokiEssenceHelm
Essence Loki Helmet
Power Efficiency (+15%) Armor (-5%)
LokiSeries3Helmet
Swindle Loki Helmet
Power Range (+15%) Maximum Health (-5%)
MagCoilHelm
Coil Mag Helmet
Power Range (+25%) Maximum Shields (-5%)
MagSeries3Helmet
Gauss Mag Helmet
Maximum Energy (+25%) Sprint Speed (-3%)
AntimatterAltHelmet
Flux Nova Helmet
Aim Glide and Wall Latch Duration (+10%) Maximum Health (-5%)
NyxMenticideHelm
Menticide Nyx Helmet
Bullet Jump Velocity (+?%) Maximum Shields (-5%)
NyxSeries3Helmet
Vespa Nyx Helmet
Power Efficiency (+15%) Armor (-5%)
RhinoThrakHelm
Thrak Rhino Helmet
Maximum Health (+25%) Sprint Speed (-5%)
RhinoSeries3Helmet
Vanguard Rhino Helmet
Sprint Speed (+25%) Power Strength (-5%)
Hemlock Saryn Helmet
Hemlock Saryn Helmet
Sprint Speed (+10%) Maximum Health (-5%)
SarynSeries3Helmet
Chlora Saryn Helmet
Bullet Jump Velocity (+10%) Power Duration (-5%)
TrinityAuraHelm
Aura Trinity Helmet
Power Duration (+25%) Maximum Health (-5%)
TrinitySeries3Helmet
Meridian Trinity Helmet
Maximum Shields (+15%) Power Efficiency (-5%)
EngineerAltHelmet
Esprit Vauban Helmet
Maximum Energy (+10%) Maximum Shields (-10%)
VaubanSeries3Helmet
Gambit Vauban Helmet
Bullet Jump Velocity (+?%) Power Duration (-10%)
VoltStormHelm
Storm Volt Helmet
Power Strength (+10%) Aim Glide and Wall Latch Duration (-5%)
VoltSeries3Helmet
Pulse Volt Helmet
Power Duration (+10%) Maximum Shields (-5%)

I expect that if this did by some miracle happen, or even just mentioned on a devstream, people would freak out and rage "THAT'S MY PLAT SOURCE BRO WTF YOU CAN'T TAKE MY blablahblah" I just think that these relics have had their time to shine and get people their money or whatever, but that time has long since past. 

I apologize for my horrible layout and possible run on sentences, go easy on me I'm new to the voicing my opinion thing.

 

 

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Apparently, Scott's happy where Oberon is now.

Not entirely sure what to make of that, but not exactly surprised either.

The part that did irk though was making out like Oberon is in a position to be considered 'almost overpowered' should he have more done etc.

Edited by Blakrana
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if Oberon is 'almost Overpowered', then maybe the changes were too focused on one thing. which they were pretty heavily focused. if Hallowed Ground + Renewal is 'almost too good'... maybe instead of focusing on making Oberon a two Ability Warframe, the other two could get adjustments too? :V

Reckoning is still as uninteresting as it was before, basically ignored - Smite got a small touch up to make it worth using for Damage vs higher Level Enemies... but almost everything was entirely Renewal. Renewal Renewal Renewal Renewal.
self created problem, it sounds like.

a problem that to me sounds like was so focused on trying to make Oberons' main Healing/Support Ability compare with Trinity that the numbers ended up pretty high, but then because they had to be so high to compete with that one thing, now you "can't" touch much else.
idk, :V is kind've all i can say.

3 hours ago, (PS4)SystemAI said:

I have been thinking about this ever since Nidus came out, but I think they should revisit arcane helmets. By that I mean taking their enhancements, removing them and placing them as permanent stat increases on their respective frames.
Obviously remove all debuffs because....duh

And for some helms something a little different for example trinity aura helm, this would hinder ev just a tiny bit so instead of going straight into a stat buff just give her 1/3/4 a direct 25% duration increase

the game needs less of that, not more - Warframes obfuscating stats by childishly saying "no i'm different' is nonsensical.
rather than making an incredibly bad decision of screwing with Mod Stats, if you want.... more Strength/Efficiency/Range/Duration as an innate feature of the Warframe? do you know what you do if you want to do it appropriately? you increase the base stats of the Abilities.
why? because it's literally the same damn thing. but less obfuscated.

as ever, rather make new systems to work with than just bland stat increases... meaning making Skill Trees out of Arcane Helmets - given a myriad of late game specialization choices, increase this a bit while decreasing something else a bit. important part being to give choices that cover a wide range and are also balanced in context of each other, so that your choice is an actual choice. pick what suits your style, but none of them are 'the best' perse.

 

uhh, see - now you're making double standards. you either want your Arcane Helmets for free in some interesting rather than Stats vs Cosmetics way, or you don't.
so that Duration Boost would be applied to all Abilities(just like it is now).... if you don't like that, tough.

 

- - - - - 

something something not too dissimilar to how Players got personally offended when Weapon Attachments in Battlefield 4 got balanced so that there was some actual choices (rather than none at all). complaining that every Attachment option had a benefit, including no Attachment.
and ofc instead of choosing what suits them as a Player the best, complaining that there wasn't one universally best choice being thinly veiled as 'taking away my choice'. jfc, mfw, double facepalm

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17 hours ago, taiiat said:

if Oberon is 'almost Overpowered', then maybe the changes were too focused on one thing. which they were pretty heavily focused. if Hallowed Ground + Renewal is 'almost too good'... maybe instead of focusing on making Oberon a two Ability Warframe, the other two could get adjustments too? :V

Reckoning is still as uninteresting as it was before, basically ignored - Smite got a small touch up to make it worth using for Damage vs higher Level Enemies... but almost everything was entirely Renewal. Renewal Renewal Renewal Renewal.
self created problem, it sounds like.

a problem that to me sounds like was so focused on trying to make Oberons' main Healing/Support Ability compare with Trinity that the numbers ended up pretty high, but then because they had to be so high to compete with that one thing, now you "can't" touch much else.
idk, :V is kind've all i can say.

the game needs less of that, not more - Warframes obfuscating stats by childishly saying "no i'm different' is nonsensical.
rather than making an incredibly bad decision of screwing with Mod Stats, if you want.... more Strength/Efficiency/Range/Duration as an innate feature of the Warframe? do you know what you do if you want to do it appropriately? you increase the base stats of the Abilities.
why? because it's literally the same damn thing. but less obfuscated.

as ever, rather make new systems to work with than just bland stat increases... meaning making Skill Trees out of Arcane Helmets - given a myriad of late game specialization choices, increase this a bit while decreasing something else a bit. important part being to give choices that cover a wide range and are also balanced in context of each other, so that your choice is an actual choice. pick what suits your style, but none of them are 'the best' perse.

 

uhh, see - now you're making double standards. you either want your Arcane Helmets for free in some interesting rather than Stats vs Cosmetics way, or you don't.
so that Duration Boost would be applied to all Abilities(just like it is now).... if you don't like that, tough.

 

- - - - - 

something something not too dissimilar to how Players got personally offended when Weapon Attachments in Battlefield 4 got balanced so that there was some actual choices (rather than none at all). complaining that every Attachment option had a benefit, including no Attachment.
and ofc instead of choosing what suits them as a Player the best, complaining that there wasn't one universally best choice being thinly veiled as 'taking away my choice'. jfc, mfw, double facepalm

Not to argue, but this game really isn't balanced.

Making us severely underpowered against infinitely scaling enemies who do things the devs don't want us to do, (like CC through walls or CC while being CC'd) is not balance it's just bull.

That's just my silly little opinion though, do with it what you will. 

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8 hours ago, (PS4)SystemAI said:

Not to argue, but this game really isn't balanced.

Making us severely underpowered against infinitely scaling enemies who do things the devs don't want us to do, (like CC through walls or CC while being CC'd) is not balance it's just bull.

That's just my silly little opinion though, do with it what you will. 

Why does everyone want to be balanced against infinitely scaling enemies? Enemies scale infinitely because there's supposed to be a certain point where the extreme power of enemies forces you out of a mission. We're not supposed to be able to fight level 700 enemies. 

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6 minutes ago, Gurpgork said:

Why does everyone want to be balanced against infinitely scaling enemies? Enemies scale infinitely because there's supposed to be a certain point where the extreme power of enemies forces you out of a mission. We're not supposed to be able to fight level 700 enemies. 

Because a majority of people here want everything handed to them. Scaling does suck right now for enemies, and DE is working on it, but frames will only ever scale to a certain point and people will just have to learn to deal. Endless runs are literally not the only part of this game

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22 minutes ago, Gurpgork said:

Why does everyone want to be balanced against infinitely scaling enemies? Enemies scale infinitely because there's supposed to be a certain point where the extreme power of enemies forces you out of a mission. We're not supposed to be able to fight level 700 enemies. 

and the same cookie cutter response to your same cookie cutter question is....
because there's plenty in the game that doesn't even work within normal Level Ranges. ~Lv60 is the limit if you want like ~50% viability for game features.

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On 3/20/2014 at 9:53 PM, Archwizard said:

Nezha
- Fire Walker's width is affected by Range mods. 
- Blazing Chakram's base healing radius increased. Excess healing is rolled over onto shields.
- Warding Halo's absorption period begins at the start of the cast animation rather than following.
- Divine Spears will impale flying enemies to the ground, a la Freeze effects.
- Consideration: Blazing Chakram damage scales with melee mods.
- Consideration: Blazing Chakram's number of bounces is affected by Strength, flight distance is affected by Range and speed is affected by Duration

As a Nezha main this is everything I didn't know I wanted, ESPECIALLY the Halo tweak. I'd love Blazing Chakram to be able to actually kill things, too.

A small thing that would be very helpful--if cancelling Divine Spears was one-handed or even if it just automatically dissipates when you recast it. The cancel animation breaking up your reload can be deadly.

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Currently Oberon is "ok", post rework fixes have made him a decent frame from where he was in the past.  However his rework while old problems, introduced new problems into his kit.

  • Because of the nature of Renewals healing (increase drain for every ally) along with HG+Renewal being required to get an armour buff, oberon is alot more energy hungry currently due to the increase need of skill usage to get the best of of his skills.
  • HG, despite being the crux of his kit for both Reckoning and Renewal is still a very lackluster skill, it's current use is to set up the Iron Renewal combo and at higher levels, knockdown prevention.
  • Reckoning still has issues with it's healing, health orbs spawned are tied to kills. This like Pilfering Swarm is detrimental as once the ability stops killing, you are unable to benefit from the effect.

 

I'm going to go through a few of his skills and attempt to remedy his current issues

 

Hallowed Ground

 

  • Hallowed Ground now boosts Heal Potency by 50% at base (Affected by Power strength) for allies standing on it. Heal Potency is the strength of healing effects on the user. It's similar to a damage vulnerability, but to healing.  If you were suppose to heal 100HP, you would now heal 150 when standing on hallowed ground.
  • Irradiated enemies who die on Hallowed Grounds replenish Oberon and nearby allies for 5 energy per enemy killed

These changes aim to want to encourage both Oberon and allies to fight on Hallowed ground. Heal Potency pairs not only with renewal but all healing skills, it makes renewal heal faster, and health orbs generated have a greater effect. Irradiated kills on allowed ground help Oberons increase energy usage and synergizes will with high strength builds. Irradiation not only can come from HG but from smite and Reckoning as well, further increasing synergy within his kit.

 

Renewal

  • Friendly units such as Summons, ally units ect do not increase the energy drain for Oberon

 

Renewal is currently a great skill however if you have frames than summon multiple units (Atlas, Nekros) Oberon is punish for support his allies through excessive energy drain. In raids with 8 players Oberon energy will plummet  with he attempts to heal his party at once.

 

Reckoning

 

  • Enemies who are killed within 6-8 seconds of being affected by reckoning will spawn 1 health orb.
  •  Reckoning's armour stripping is now innate however casting reckoning on HG will have a greater armour stripping effect
  • Consideration: All enemies standing on any HG casted by Oberon will be lifted for reckoning.

 

Removing health orb spawns from being kills only to being affected by the skill will provide Oberon with more ways to heal players and generate health orbs. Armour stripping is now innate to Reckoning however it will be 50% more effective when casted on enemies affected by Hallowed Ground. This aims to decentralise HG from being used to make Reckoning viable in higher levels of play but also create incentives to use both together.

As en experimental mechanic, If enemies are standing on the casting Oberon's HG, they will be affected by reckoning regardless of range (similar that Limbo's stasis is rift-wide and not range based). This is meant to create a new synergy between HG and Reckoning, HG will now be used to increase reckoning's reach.

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19 minutes ago, Buzkyl said:

Renewal is currently a great skill however if you have frames than summon multiple units (Atlas, Nekros) Oberon is punish for support his allies through excessive energy drain. In raids with 8 players Oberon energy will plummet  with he attempts to heal his party at once.

perhaps a better idea is to cap the amount of energy that Renewal can drain on oberon

.

Edited by Aquasurge
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- Enemies under Radiation Status dying on Hallowed Ground is neato, but chances are 5E is too good to be true with how many Enemies are likely to be eligible for that stipulation.
- it's uh... much simpler to return the Armor Bonus for Hallowed Ground than to increase the strength of Healing - both have the same effect of increasing the value of Healing, but returning the already existing feature is certainly much simpler. unless your goal is to increase the value of Healing, but not to increase the value of the Health you already have. then that would achieve that.

not including summons for Healing Drain is perhaps.

i like the idea of your interaction between Hallowed Ground and Reckoning, but i also see more 100% uptime mapwide incapacitation which is much too far for any Effect certainly.

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10 hours ago, taiiat said:

- Enemies under Radiation Status dying on Hallowed Ground is neato, but chances are 5E is too good to be true with how many Enemies are likely to be eligible for that stipulation.
- it's uh... much simpler to return the Armor Bonus for Hallowed Ground than to increase the strength of Healing - both have the same effect of increasing the value of Healing, but returning the already existing feature is certainly much simpler. unless your goal is to increase the value of Healing, but not to increase the value of the Health you already have. then that would achieve that.

not including summons for Healing Drain is perhaps.

i like the idea of your interaction between Hallowed Ground and Reckoning, but i also see more 100% uptime mapwide incapacitation which is much too far for any Effect certainly.

 5E can be brought down to 2E per enemy if anything, with consideration that it can irradiate enemies with his 2 and 4 to fulfill this condition.

I wanted to provide Oberon a differing niche than other support frames, many frames can boost armour value and restore health but Oberon Heal Potency would be unique to him. It pairs not only well with his kit, but other healing skills Desecrate, Well of Life ect.

For map wide incapciation, Oberon would have to heavily  his energy reserve to spread HG across the map, each with their own timer. And that's just the set up, not factoring in Reckoning's energy cost  to actually incapacitate the enemy.

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